Amnesia The Dark Descent Puzzle Guide

Title: Amnesia: The Dark Descent

Date: September 13, 2010

V 1.10 - September 13, 2010, Added another solution to 

         "Escape From The Cell"

       - Added "Cell Escape Solution 2"

XXI. Collecting The Orb Pieces and Agrippa's Tonic Ingredients

XXIII. Making Agrippa's Tonic

                               Part 1

way out and he has to explore the castle on his own in an effort to 

The game is very atmospheric. Rays of light penetrate the beautiful 

nearer? You know that whatever it is, you don't want to be seen by it.

you passes by nearby. 

Was that figure that saw slowly shambling around the corner just a 

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way of fighting back against whatever thing it is that is hunting you. 

Sanity plays a big role in the game. The more you stay in dark areas 

game by how clear your vision is and how easy you are to control. The 

worse the condition of your sanity is, the more your vision tends to 

blur and become wavy, and you become harder to move around, as if you're

drunk. Your sanity is sometimes forced by the game as part of an 

the key configuration suits you well. Make sure that the controls to 

You are just a simple human being with amnesia. You have no super powers, 

and you don't even know how to use weapons. Your only hope of survival is

the same. 

avoid being discovered. Even if a monster senses you and starts making 

sounds, it'll take a few seconds for it to break down the door to your

2. Always leave one of a cabinet's door open.

As you explore the castle, you will encounter long hallways. There are 

times in the game when a monster will suddenly wander around and you'll

save you time so that all you have to do is concentrate on shutting the 

these so don't waste them all in just one area.

light up are inside rooms where it's relatively safe so that you can 

that you'll have a better view of what might be there.

Some tinderboxes and oil can be found inside drawers or behind objects 

7. Don't panic.

It's dark and you think you saw a monster. Don't panic because it will

that you have a plan for such situations, such as quickly hiding into 

a nearby room which you already prepared beforehand. 

                               Part 2

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After starting the game, we find out that Daniel is in a hazy state. He's

Later on, he wakes up and you gain control of him. Look around you. 

and then choose Mementos. This is where your current objectives are 

listed. Currently, it tells you to "Follow the liquid trail and its

sources."

get a feel of how to open a door. Go inside. You'll find a table with

When you're done experimenting in the room, it's time to go back out.

From the room, turn right and head straight into the next area. It's

end but you can't open it.

you'll find another tinderbox. Now let's go inside the room that the

Inside this room is a well lit area. You might want to check out the 

break if you throw them. There's also a tinderbox on the table so grab it.

another cabinet so open it. There's another tinderbox for you to take.

you'll hear a very loud sound and fall over. After getting up, continue

on your way and you'll find the next room where a cabinet has fallen over.

the right and you'll find a small dark room. Go in it and go to the end

To your right is a cabinet, open it. Too bad there's no tinderbox inside,

but it's a good habit to open every cabinet you find anyway, in case a

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Inside this room, you'll find a lantern/oil lamp, which is one of your 

most important belongings in the game! Don't leave without it!!!

the table and on the ground, you'll find a lantern. If you're facing the

will rock the castle. Continue moving forward and you'll find a furnace

in the room, as well as a cabinet. Open the cabinet and you'll find one

later on in the game that are not lit, and sometimes they contain 

When you're done, follow the trail and enter the next room. You'll 

automatically look at the table. You'll see two items on it, a piece of

letter to always hate Alexander. He tells himself that he has to kill 

Strangely, the letter also states that a "shadow" is hunting Daniel down.

There's nothing else left in the room to be picked up. On the left side

is on the ground. A flashback occurs. You'll also see some red liquid

trail to the right of the circle, going down stairs. Follow it as the 

flashback plays and open the door. 

present, there's a weird red organic matter that's blocking the way. Get

You'll need something to dissolve the red organic thing, so let's get back

to exploring. Exit the room, go up the stairs and turn right. Move 

forward and you'll find another flight of stairs. Go up the stairs. As

you go up, you'll hear a girl panic. Don't mind it for now, it's probably

Upon reaching the top of the stairs, turn right and move forward. You'll 

find a red door to the Archives. Before we enter, if you'll notice, 

there's another flight of stairs going down to the right, just before

the door to the Archives. Go down and on the stairs, you'll find a

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Upon entering, you'll notice that to the right is a door. The sign says

"Libra Rari" or "Rare Books". Enter the room and on the table you'll 

Professor Herbert. They were looking for a tomb related to the "Tin Hinan",

translated as "The Mother of Us All". 

Get out of the room and go inside the one in front of us called "Catalogi"

or "Catalogues". On the shelf in the left corner is a note. Pick it up.

It's just a 3 year contract for a man named Wilhelm, employed by 

Open the drawers of the table and you'll find a tinderbox. To the right of

the room is a door. Go through it and you'll be in the hallway. Across

you is the "Studium" or "Study". Go inside.

On the far side is a table. Open the drawers and you'll find another

tinderbox. There's also a piece of paper on the table so pick it up.

It's a continuation of Daniel's expedition diary. We find out that on

After reading, go through the other door in the room. You'll be in the

hallway once more. The door in front of you leads to "Libri Veteres" or

"Old Tomes". Go inside it.

Turn right and you'll see another door. It's the "Historia Loci" room or

"Local History". You can't open it and something will be written in your

journal. You'll have to find another way in. Turn right and continue down

the hall into the next area. You'll be in a very large room. To your right

is a piano. Go near it. Eek! It closed on its own! Maybe it doesn't want

Anyway, from where you came in before you looked at the piano, turn left 

and you'll find a table on the right. It has a bottle of oil on top of it

so grab it. Move on and you'll find a room to the right called "Delineatae

Imagines Tabulatis", or simply the room for the "Floor Plans". Enter it.

Go to the middle of the room and look to the left. You'll find a board

with paper on it. You'll have another flashback where Daniel and Alexander

The next room is called "Tabulae" or "Maps". Before you can even set foot

inside, the ceiling from where you came in from collapses! Anyway, go 

inside the room and check the table. Open the drawers first and you'll

Daniel collapses after picking up the paper. An interactive flashback 

occurs. As Daniel narrates, you'll see a glowing light in front of you.

Move forward and you'll find some sort of orb. Grab it with your hand and

Get out of the room and look on the wall to your left. You'll notice that

something to throw at it and it'll break open.

occurs. It's Daniel and Alexander talking about some secret room 

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front of you has an oil bottle, so pick it up. On the far left side of the 

room is another piece of paper inside a glass case. Pick up a book or 

something else, and then throw it at the glass case. It will break and 

you'll be able to pick up and read the paper.

you'll notice that there's another room behind it. The way to make this

to spot. It's the bright colored book that is simply screaming to be

pulled out. Pull the first book and you'll hear the mechanism to start

Go inside this new room and you'll notice that there is a cabinet to the

the key, check the tables drawers. You'll find another piece of paper

sheriff's after them. The writer of the note contemplates of locking them

up because they can't seem to stay out of the public eye and they would be

After reading the note, go ahead and grab the key on the table. It's the

key to the Wine Cellar, which we'll need later on. Oh no! Something just 

busted the door open! Fortunately it's nothing! 

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Get out of the cabinet and exit the Local History room. Turn left and go 

to where you heard the angry sound earlier. It's gone! Now we can exit

the Archives. Turn right to where the piano is and move forward. You'll

a while. When you think it's safe to go out, then go back to that hallway

and then you can finally exit back to the Entrance Hall! If you are near 

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Don't touch it, just run forward and try to jump over it. Those things 

After you've gotten past them, move to the far other end, then go down

the stairs. Turn right and then go down the stairs again. You'll have two

right is the Laboratory. Let's go to the laboratory first.

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Move forward and head down the stairs. As soon as you reach the ground, 

about. You'll find a bottle of oil near the fallen shelf in the corner.

To the left of the stairs you'll find some barrels and shelves in the 

corner. Jump on top of the barrels and you'll find another bottle of oil

Go into the next room and down the stairs. To your right, you'll find

around and you'll find another tinderbox in the corner.

Move into the main room and look to the right. There's a table with

equipment there. There's also a note on the table so pick it up. It tells

Before we go hunt for the chemicals, we'll need to get a few things from

the lab first. On the shelf opposite the equipment table, there's a bottle

Look into the red grating on the ground. You'll have a flashback where

table in front of the furnace and you'll get a tinderbox. You'll also find

a strange canister which seems to act like a flashback diary. 

Touch the strange canister and you'll read about somebody who wants to

After "reading" the canister, pick up the Chemistry Pot on the table and

then read the note there. It's a note that says if you combine four

chemicals, you'll be able to create a strong acid.

Now that we're done with the laboratory, it's time to head to the Wine

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the door to the Entrance Hall. Once you are back in the Entrance Hall, 

simply move forward then down the stairs and you'll reach the door to 

The Wine Cellar's door is locked, but don't worry, we already have the 

click on it and you'll notice that it has become your cursor! Click on 

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about. As you reach the bottom of the stairs, you'll hear a bunch of 

Wilhelm's men being happy because of the wine despite being locked in.

Look at the wall to the right, there's a map of the place. While looking

at the map, turn right and let's enter that room.

There's also a fallen table and near it is one of our chemicals. Get the

Daniel gets knocked out for a while. After waking up, you'll see that the

If you're interested to know what chemical we just picked up, press TAB

and we'll find out that it's called Calamine.

Anyway once you're out of the room, turn left and we'll enter that room.

You'll be greeted by pieces of strange meat on the floor. Touching them

another room. Inside, you'll find a cabinet and a table with another 

It's Wilhelm's final words! He finally exposes that he's become a 

all got locked up in the Wine Cellar by Alexander. Somehow, they're all

Get out of the room and you'll be back to where the stairs are. Move to 

the map on the wall. We'll enter the door next to it.

on top of it. Grab the chemical. It is called Cuprite. You'll hear another

weird sound, but it's nothing to worry about.

Get out of the room and turn right. Move along the wall and you'll reach

won't open. Just continue moving along the wall to the next door.

its attention! Just look at the wall while you're crouching in the corner

and listen for his sounds. Hopefully he'll leave you alone soon.

You can check if he's still around by quickly looking behind you, then 

leaning to the right to see if he's still standing around. If he is, just

eventually he'll disappear.

Once he is gone, it's time to move forward. You might want to light 

some crates in front of the shelf to create stairs you can jump on. There's

near the corner. Continue on to the last corner of the room and you'll find

Go back from where you came from and there's a door to your left. Open

the door and you'll see the stairs in front of you. Make your way up

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equipment table with the bottles and stuff. Now it's time to combine

Press TAB and double click on one of the chemicals. It doesn't matter

bottles in front of you and they'll fill it up. Do it to the rest of the

As you try to fill up all of the bottles, another angry roar is heard. 

Don't worry about it and just put all of the chemicals in the bottles.

doing so, the Chemical Pot will be filled with glowing acid. Grab 

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From the main laboratory, go up the stairs. Oh no! You'll find that the

stairs have been destroyed due to the earthquake! There's a few possible

If you just got up from the main laboratory room, you'll see the now

you will go to "climbing mode". Just move up and you'll start climbing 

Similar to the first one, but this time, grab a wooden piece of floor 

Some people might not have noticed the wooden pieces of floor, but there's

Now that you have reached the higher level again, let's exit the place and

As soon as you get out of the Laboratory, run! Turn left and go back up 

to the main Entrance Hall. Before we enter the Refinery, let's grab some

From the center of the Entrance Hall where the circle is, there's another

hall that we haven't visited yet. Check out this hall. On the left wall 

the stairs near the circle. Go through the door and we're back to the place

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At least we're at the Refinery! Move forward and you'll have another 

flashback of Daniel asking Alexander why it's so dark in the Refinery.

Continue moving and you'll eventually hear another weird sound. Just 

move along and you'll reach an open room with giant barrels. As you enter

the room, you'll see a monster move in the next room. When it's gone, you

It's another small room. There's Laudanum on the shelf, and a note on the

The note is about Daniel's return from Africa. He was forced to go back

home by Professor Herbert. He also found the broken orb, but somehow 

couldn't put them back together.

After reading it, proceed to the next room. Don't bother with the door to

the left yet since we're not done with the area. Just move forward and

When you're inside the new room, check the shelf on the right and grab

the room, you'll hear an angry growl and the sound of something breaking

We find out the Daniel's beginning to suspect something's strange about 

other. Go through the door and you're back to the long room where your

vision turned red. Look to the right and you'll find a bunch of boxes.

Move the boxes away to reveal a hole in the wall that you can crawl 

Move forward and you'll find an oil barrel to refill your lantern with.

Turn left and continue and you'll find a trapdoor on the floor with a 

rope attached to it. Don't worry about it for now.

To the left of the trapdoor is a shelf with a tinderbox. Grab it. The 

Now we're ready to open the trapdoor. Unfortunately, something is jammed

to the pulley so even if you turn the crank, it won't work. We have to

of the trapdoor. The stick will break and you'll be able to turn the

Now that the trapdoor is open, it's time to get down there! Crouch and

fall through the trapdoor. Just keep going. You'll hear another roar but

it's nothing to be scared of. Go through the door to reach the Cellar

Leon Hurley
Managing editor for guides

I'm GamesRadar's Managing Editor for guides, which means I run GamesRadar's guides and tips content. I also write reviews, previews and features, largely about horror, action adventure, FPS and open world games. I previously worked on Kotaku, and the Official PlayStation Magazine and website.